It's good to have the new fading tiles, tho cycling through 12 of 'em can be tedious at times.

Nice to be able to place off-center help icons/text signs, although I did figure out a convoluted way of doing it before.

The new layer icons are good. I shouldn't be going to the wrong place for switches any more.

Fuel chargers seem like they may regularly conflict with backgrounds. Perhaps 'behind' layer would be more appropriate. I'm not sure, you seem to have put a lot of thought into the layers, and generally they're very good.

I noticed this last release, but I'll mention it here: teleports seem much harder to hit, especially mid-air ones while flying. My Too Many Spikes level just got harder.

- Seems like that the level filter on my "for release" folder is disabled again.

- While in live edit mode, and having the jetman tile selected, the following message is shown while trying to teleport: **** WARNING: graphic missing - creating for stability \\ doppleganger:Jetman 12.6,8.6,null (Thing)

- When starting the level, the jetman should grab the ladder if there is one at the starting position.

- I noticed that sometimes when teleporting (maybe in combination with jumping, not sure), the jetman actually teleports to the level start position: http://sagagames.de/...eleport_bug.avi (the second teleporter is not visible, but there is one)

- The new barriers look nice, but I think those little squares should be flickering a bit... so it really looks like an energy barrier.

Edit: Also added a new bug level... Phasing bricks while standing on the top of a ladder is really hard now; I know that there are ladder covers, but they don't look good always and I'm not sure if they are supposed to be needed in this situation actually.

I am not a fan of the cliffs either.. Here's what I think is happening. The cliff highlighting is fine if it is the top most brick. However, if the cliff is edging under a bunch of other blocks/bricks (to make the level look less blocky) the bottom-most full brick that is right above the cliff below it, will be under-shaded. (See DWN Cave 1-1 or many other ones of mine. But I checked it on a couple.) It makes it look really off. )

While I'm at it, here's the odd behaviour of behind vs. in front for tiles:Perhaps a rule like: free range tiles go behind those of the corresponding layer. This would also address the issue Illari referred to in his graphics glich. I suggest behind rather than in front because extra items like barriers can be easily placed on free range, but regular tiles don't shade properly unless they're placed normally (yet) -- notice the shading in Illari's Maze of Infinity.

Fuel chargers, formerly on the foreground layer, seem to be on the background layer (1), not the behind layer (2). I.E. it is impossible to place a fuel charger and, for example, green hex without resorting to free range placement.

Saga Musix: "When starting the level, the jetman should grab the ladder if there is one at the starting position."I second this.

Illari: "Freeranged gems should see if there's a block below them too!"I have used freeranging to get rid of a stand on a green gem, but I have no problem with this one way or the other.

I couldn't replicate either of Saga Musix's bugs. Hope you figure them out.

Minor Minor visual bug.. When on the first Layer in the Tile Picker, the Spring has moved.. which is cool. The Cave series icon/tab down below shows the spring.. but it is actually in the Castle icon/tab.

I have noticed some weird things with the new release and Chrome. sometimes causing me to refresh the page. I might look into the Debug version of Flash. (if that helps.)